GM Higaki's Dragon's Demand

Game Master Black Powder Chocobo

Belhaim map
combat map


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Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Checks down the hallways for any sort of trap that might injure himself or the party, and quietly heads south to check things out. Slowly peaking around the corner.

perception: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Belhaim map combat map

Wakiyan looks across the hallways, finds nothing of note, then heads towards the south wall. The hallway is dark Wakiyan and his darkvision are fine, but Jinx and Nori will need light, but he spots 3 doors to the north along the adjacent wall At the end of the hallway is another door.

Map updated!


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori ignites a torch and slinks into the hall. She sets it down in the corner of the hall's bend then creeps ahead, trying to keep her shadow from falling upon the doors before she can reach them.

stealth: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Belhaim map combat map

Nori creeps along the three doors, inspecting them as she artfully moves along the wall. She notices that each of the three doors has a keyhole; perhaps the doors are locked. I'll need a Perception check to find out!


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Perc: 1d20 + 7 ⇒ (13) + 7 = 20

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Wakiyan quietly moves up behind Nori. Keeping his eyes out for anything.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

Belhaim map combat map

Nori and Wakiyan both confirm that the 3rd door is locked!

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Move to the torch and move it left 20 ft to better cast light down the hall

stealth: 1d20 + 11 ⇒ (14) + 11 = 25

Grand Lodge

Belhaim map combat map

Jinx slinks down the hallway, seeing Wakiyan and Nori confirm that the last door is locked.


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori listens to the door Perc: 1d20 + 7 ⇒ (10) + 7 = 17 before pulling out her picks to pop the lock. DD: 1d20 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Belhaim map combat map

Nori tries to pick the lock... nearly jamming it. But worst, a blast of sound hits Nori, the sound painfully ringing in her ear!
Damage: 4d6 ⇒ (5, 4, 6, 6) = 21
Nori Fort save vs 16: 1d20 + 1 ⇒ (7) + 1 = 8

Nori passes out from the sheer pain, blood oozing out of her ears.

Ouch!

Need a Stabilization check from Nori if no one heals her soon!


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Stabilize!: 1d20 + 1 ⇒ (20) + 1 = 21

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Seeing Nori drop to the ground, Wakiyan quickly rushes over to heal.

Heal: 2d6 + 2 ⇒ (4, 2) + 2 = 8

Think I'm at +2 will have to double check... Might be an extra point of healing in there! Don't think I will be able to accept the burn for this. so 3 non-lethal towards you.

Grand Lodge

Belhaim map combat map

Nori's body naturally stabilizes, although Wakiyan's efforts makes her conscious, although still fairly wounded and somewhat numbe. Don't forget oyu have a CLW wand and Nori can use it for healing :)

Try again for unlocking the door? :)

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Well there went the element of suprise if it mattered. Nori heal up and Wakiyan keep an eye out for trouble.

perception for the trap mechanism: 1d20 + 6 ⇒ (7) + 6 = 13

disable device either for the trap or the lock if I don't find the trap: 1d20 + 10 ⇒ (19) + 10 = 29

Grand Lodge

Belhaim map combat map

@Jinx: You can't find the trap mechanism... perhaps more of that shifty magic. But it takes you little effort to unlock the door!

Going through the three rooms, they are additional storage, although the locked room contains a good number of magical components.

DC 15 Appraise or Spellcraft:

The value of the storage rooms is probably 2,500gp.


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori groans awake as the undine's magic pulls her back to consciousness. She grumbles, clutching her still throbbing head. She draws out the wand and taps it to her head CLW: 1d8 + 1 ⇒ (4) + 1 = 5 before climbing to her feet. She follows her compatriots in, scanning the room with her magical eyes. detect magic SpllCrft: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Belhaim map combat map

Nori heals herself up some, then tries to see if there is anything magical.

@Nori: Reminder for you that you do have your arcane spell failure chance for being in armor; 15% I think for studded leather armor. Of course, you can just cast the cantrips again until you get it right, but it may make a difference with your level 1 spells or during combat, so do keep that in mind... and maybe invest in a wand of mage armor, too :)

She detects the faintest of magical auras coming from the 3rd storeroom, although a casual inspection determines that it's just some various arcane components for spells and crafting. Valuable as a whole (ie, worth noting as part of the estate), but nothing important that can be used immediately.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Wakiyan continues towards the end of the hallway, looking to see if there is any other traps waiting for them...

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Belhaim map combat map

Wakiyan notes there are doors on either ends of the hallway. He doesn't spot anything unusual as he moves around.

Which door? Northern door or southern door?

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

I say we keep going this way.

Moving to the southern door...

perception for traps: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Belhaim map combat map

Jinx looks over the southern door; she finds no locks or traps on it, but the door is made of thick dark iron and etched with various arcane runes.

DC 18 Kn: Arcana:

These are obscure glyphs for imprisoning dangerous summoned creatures.

Feeling it is safe, Jinx opens the door.

The ten-foot-square antechamber's north wall is an artfully wrought gate with a complex lock of bright metal that opens into a larger chamber beyond/ The walls of the chamber are covered in strange glyphs and runes, including one enormous word scrawled in one-foot-high letters across the north wall.

DC 22 Linguistics:

The runes are written in Abyssal, but the big one in the back is CTHEPALTANGOULGI.

A voice can be heard from inside the main chamber, but below, perhaps in a pit. "Here to gloat over me some more, wizard? And without your usual greeting? You'll play that game one time too often, and on that day, I'll enjoy supping on your entrails!", the voice snarls.

Map updated!

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Wakiyan speaks back to the voice "That wizard is DEAD! I don't see any reason to be gloating over you! Trust me I am tired of the traps left behind by that man."

Grand Lodge

Belhaim map combat map

"Oh?", the voice grumbles questioningly. "Then open that damned gate so I may be free!"


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori shakes her head, "That creature may want to step on us if we do open it. Best we not provoke."

Grand Lodge

Belhaim map combat map

Leave it be or open the gate to explore?

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Who are you that the wizard would trap you here?

Grand Lodge

Belhaim map combat map

"A creature of interest to that damned wizard. That he met his demise before I could do it is... saddening.", the thing answers.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

"A creature of interest" is rather vague, and doesn't give us much reason to even open the gate, we could just walk away. Who and WHAT are you?"

Grand Lodge

Belhaim map combat map

Nothing else, so....

The party, deciding not to deal with the voice for the time being, checks out the other path.

After checking the door Using Take 10's, the party doesn't notice anything dangerous on the door, hear anything on the other side, and confirm that it is unlocked.

Six stone slabs sit on the floor of this chamber. Heaped upon each are metal tools, gears, springs, and other parts for the construction of mechanical creations.

DC 15 Kn: Arcana:

The equipment is used for making clockworks. You also get a +4 bonus to the Appraise/Kn: Arcana check below.

DC 17 Appraise or Kn: Arcana:

The tools, resources, and parts in this lab are worth about 2,500 gold crowns.

DC 20 Perception:

There is a hidden door against the eastern wall.

Map updated!

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Wakiyan looks around, checking for traps or anything that might be of interest.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Shortly finds a door hidden, and points it out to the party.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Hidden door in an old manor that is filed with traps by an evil wizard? This can't possibly go bad. I'm sure this is where he kept all of his warm and fuzzy stuff.

Sigh

Perception for traps: 1d20 + 6 ⇒ (7) + 6 = 13

fml

Grand Lodge

Belhaim map combat map

Jinx doesn't find anything tricksy about the door.


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Perc: 1d20 + 7 ⇒ (11) + 7 = 18

Nori takes a look as well, running her fingers along the outline, testing bricks and such.

Grand Lodge

Belhaim map combat map

Nori delicate touch doesn't find anything more than Jinx's brief scan.

Assuming we'll go through the door, starting that this afternoon!


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori finds the catch and releases it, easing the portal open. She peers in beyond, keeping the torch low.

Grand Lodge

Belhaim map combat map

Thanks for the reminder Nori <_<

The party follows the passageway, wary of more traps from the damnable Hunclay. The hallway winds around the clockwork lab, eventually leading to a hallway to with paths to the left. Heading to the closet turn, the group finds an iron gate that hangs slightly ajar. Wakiyan and Darb can see the bare glint of something metallic lining the end of the floor.

Map updated!

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

perception: 1d20 + 6 ⇒ (3) + 6 = 9

Whispering to the group...
Can you see anything?


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori sets the torch at the end of the hall and, keeping to the other wall as not to cast a shadow, creeps forward to peer in to the low light beyond.
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Perc: 1d20 + 7 ⇒ (2) + 7 = 9
*Table Flip*

Grand Lodge

Belhaim map combat map

PbP games with Jinx: where dice go to be lazy.

Nori tries to slink in, but kicks a rock that clangs off the metal gate. Cursing in her head, she slowly treads further to see what is in the room

Inside, the room is bare except for a conjuration circle of silvery metal inlaid in the stone floor, and a small, rickety table on which sits a thin journal. A small, fat-headed infant with slender, twisted horns and the wings of a fly nervously paces, looking towards the gate.

"Who is there?", it speaks in Taldane Common. "You back, Hunclay?"

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Tries to look around the darkness to see what is going on. Saying nothing not knowing what is there...

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Moving forward to Nori quietly : 1d20 + 11 ⇒ (10) + 11 = 21

Jinx nods to go on and that she will back her up if she needs it.

Grand Lodge

Belhaim map combat map

"I know someone's there; this isn't one of your tricks, Hunclay?", the small creature asks as the party slowly approaches the corner. The creature's movements seem confined to the circular area.


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori straightens some, noticing how the creatures eyes tracked her even in the dark. She toes the edge of the circle, feeling for the tell tale signs of a magic binding, "Hunclay is no more. Who are you?"

Grand Lodge

Belhaim map combat map

Sorry, just got back from vacation on Sunday, then sick Monday, and catching up on stuff today. Response to Nori's post by tomorrow!

Grand Lodge

Belhaim map combat map

"Call me Akrom.", it says after a short pause.

DC 17 Sense Motive:

You guess that it paused to come up with a name for itself. But given the alien nature of the target, it is probably an outsider, and true names have power over them.

"Please, break the circle so I may be free; even placing an object over the metal lines is enough to grant me my freedom!"


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Sense Mot: 1d20 ⇒ 1

"Akrom, then...why did Hunclay trap you so?" Nori glanced about the room, looking for something to lay across them.

Grand Lodge

Belhaim map combat map

"He wanted to torture knowledge out of me! ", Akrom cries out.

Nori sees that the table in the room is large enough to make a gap.

-Posted with Wayfinder


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori moves to the table and drags it close but not over the line.

"That is absolutely terrible..." She said half-heartedly,"So how would freeing you benefit me?"

Grand Lodge

Belhaim map combat map

Ahhhhh ;)

"Isn't a sense of decency and goodness enough for you heroic types?", Akrom answers back, its eyes looking carefully at the ever closing gap.

You can try to make some concessions with it, but you'll need a Diplomacy check and some decent wording.

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